зеркало из https://github.com/mozilla/gecko-dev.git
703 строки
22 KiB
C++
703 строки
22 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "mozilla/layers/PLayers.h"
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#include "mozilla/layers/ShadowLayers.h"
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#include "ShadowBufferD3D9.h"
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#include "ThebesLayerD3D9.h"
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#include "gfxPlatform.h"
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#include "gfxWindowsPlatform.h"
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#include "gfxTeeSurface.h"
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#include "gfxUtils.h"
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#include "ReadbackProcessor.h"
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namespace mozilla {
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namespace layers {
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ThebesLayerD3D9::ThebesLayerD3D9(LayerManagerD3D9 *aManager)
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: ThebesLayer(aManager, NULL)
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, LayerD3D9(aManager)
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{
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mImplData = static_cast<LayerD3D9*>(this);
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aManager->deviceManager()->mLayersWithResources.AppendElement(this);
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}
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ThebesLayerD3D9::~ThebesLayerD3D9()
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{
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if (mD3DManager) {
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mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this);
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}
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}
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/**
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* Retention threshold - amount of pixels intersection required to enable
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* layer content retention. This is a guesstimate. Profiling could be done to
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* figure out the optimal threshold.
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*/
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#define RETENTION_THRESHOLD 16384
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void
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ThebesLayerD3D9::InvalidateRegion(const nsIntRegion &aRegion)
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{
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mValidRegion.Sub(mValidRegion, aRegion);
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}
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void
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ThebesLayerD3D9::CopyRegion(IDirect3DTexture9* aSrc, const nsIntPoint &aSrcOffset,
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IDirect3DTexture9* aDest, const nsIntPoint &aDestOffset,
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const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion)
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{
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nsRefPtr<IDirect3DSurface9> srcSurface, dstSurface;
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aSrc->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
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aDest->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
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nsIntRegion retainedRegion;
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nsIntRegionRectIterator iter(aCopyRegion);
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const nsIntRect *r;
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while ((r = iter.Next())) {
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if (r->width * r->height > RETENTION_THRESHOLD) {
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RECT oldRect, newRect;
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// Calculate the retained rectangle's position on the old and the new
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// surface.
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oldRect.left = r->x - aSrcOffset.x;
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oldRect.top = r->y - aSrcOffset.y;
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oldRect.right = oldRect.left + r->width;
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oldRect.bottom = oldRect.top + r->height;
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newRect.left = r->x - aDestOffset.x;
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newRect.top = r->y - aDestOffset.y;
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newRect.right = newRect.left + r->width;
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newRect.bottom = newRect.top + r->height;
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// Copy data from our old texture to the new one
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HRESULT hr = device()->
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StretchRect(srcSurface, &oldRect, dstSurface, &newRect, D3DTEXF_NONE);
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if (SUCCEEDED(hr)) {
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retainedRegion.Or(retainedRegion, *r);
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}
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}
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}
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// Areas which were valid and were retained are still valid
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aValidRegion->And(*aValidRegion, retainedRegion);
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}
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static PRUint64 RectArea(const nsIntRect& aRect)
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{
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return aRect.width*PRUint64(aRect.height);
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}
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void
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ThebesLayerD3D9::UpdateTextures(SurfaceMode aMode)
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{
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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if (HaveTextures(aMode)) {
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if (!mTextureRect.IsEqualInterior(visibleRect)) {
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nsRefPtr<IDirect3DTexture9> oldTexture = mTexture;
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nsRefPtr<IDirect3DTexture9> oldTextureOnWhite = mTextureOnWhite;
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NS_ASSERTION(mTextureRect.Contains(mValidRegion.GetBounds()),
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"How can we have valid data outside the texture?");
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nsIntRegion retainRegion;
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// The region we want to retain is the valid data that is inside
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// the new visible region
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retainRegion.And(mValidRegion, mVisibleRegion);
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CreateNewTextures(gfxIntSize(visibleRect.width, visibleRect.height), aMode);
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// If our texture creation failed this can mean a device reset is pending and we
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// should silently ignore the failure. In the future when device failures
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// are properly handled we should test for the type of failure and gracefully
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// handle different failures. See bug 569081.
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if (!HaveTextures(aMode)) {
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mValidRegion.SetEmpty();
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} else {
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CopyRegion(oldTexture, mTextureRect.TopLeft(), mTexture, visibleRect.TopLeft(),
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retainRegion, &mValidRegion);
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if (aMode == SURFACE_COMPONENT_ALPHA) {
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CopyRegion(oldTextureOnWhite, mTextureRect.TopLeft(), mTextureOnWhite, visibleRect.TopLeft(),
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retainRegion, &mValidRegion);
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}
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}
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mTextureRect = visibleRect;
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}
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} else {
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CreateNewTextures(gfxIntSize(visibleRect.width, visibleRect.height), aMode);
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mTextureRect = visibleRect;
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NS_ASSERTION(mValidRegion.IsEmpty(), "Someone forgot to empty the region");
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}
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}
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void
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ThebesLayerD3D9::RenderRegion(const nsIntRegion& aRegion)
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{
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nsIntRegionRectIterator iter(aRegion);
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const nsIntRect *iterRect;
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while ((iterRect = iter.Next())) {
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device()->SetVertexShaderConstantF(CBvLayerQuad,
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ShaderConstantRect(iterRect->x,
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iterRect->y,
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iterRect->width,
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iterRect->height),
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1);
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device()->SetVertexShaderConstantF(CBvTextureCoords,
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ShaderConstantRect(
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(float)(iterRect->x - mTextureRect.x) / (float)mTextureRect.width,
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(float)(iterRect->y - mTextureRect.y) / (float)mTextureRect.height,
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(float)iterRect->width / (float)mTextureRect.width,
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(float)iterRect->height / (float)mTextureRect.height), 1);
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device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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}
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}
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void
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ThebesLayerD3D9::RenderThebesLayer(ReadbackProcessor* aReadback)
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{
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if (mVisibleRegion.IsEmpty()) {
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return;
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}
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nsIntRect newTextureRect = mVisibleRegion.GetBounds();
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SurfaceMode mode = GetSurfaceMode();
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if (mode == SURFACE_COMPONENT_ALPHA &&
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(!mParent || !mParent->SupportsComponentAlphaChildren())) {
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mode = SURFACE_SINGLE_CHANNEL_ALPHA;
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}
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// If we have a transform that requires resampling of our texture, then
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// we need to make sure we don't sample pixels that haven't been drawn.
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// We clamp sample coordinates to the texture rect, but when the visible region
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// doesn't fill the entire texture rect we need to make sure we draw all the
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// pixels in the texture rect anyway in case they get sampled.
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nsIntRegion neededRegion = mVisibleRegion;
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if (!neededRegion.GetBounds().IsEqualInterior(newTextureRect) ||
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neededRegion.GetNumRects() > 1) {
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gfxMatrix transform2d;
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if (!GetEffectiveTransform().Is2D(&transform2d) ||
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transform2d.HasNonIntegerTranslation()) {
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neededRegion = newTextureRect;
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if (mode == SURFACE_OPAQUE) {
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// We're going to paint outside the visible region, but layout hasn't
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// promised that it will paint opaquely there, so we'll have to
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// treat this layer as transparent.
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mode = SURFACE_SINGLE_CHANNEL_ALPHA;
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}
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}
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}
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VerifyContentType(mode);
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UpdateTextures(mode);
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if (!HaveTextures(mode)) {
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NS_WARNING("Texture creation failed");
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return;
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}
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nsTArray<ReadbackProcessor::Update> readbackUpdates;
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nsIntRegion readbackRegion;
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if (aReadback && UsedForReadback()) {
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aReadback->GetThebesLayerUpdates(this, &readbackUpdates, &readbackRegion);
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}
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// Because updates to D3D9 ThebesLayers are rendered with the CPU, we don't
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// have to do readback from D3D9 surfaces. Instead we make sure that any area
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// needed for readback is included in the drawRegion we ask layout to render.
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// Then the readback areas we need can be copied out of the temporary
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// destinationSurface in DrawRegion.
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nsIntRegion drawRegion;
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drawRegion.Sub(neededRegion, mValidRegion);
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drawRegion.Or(drawRegion, readbackRegion);
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// NS_ASSERTION(mVisibleRegion.Contains(region), "Bad readback region!");
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if (!drawRegion.IsEmpty()) {
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LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
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if (!cbInfo.Callback) {
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NS_ERROR("D3D9 should never need to update ThebesLayers in an empty transaction");
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return;
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}
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DrawRegion(drawRegion, mode, readbackUpdates);
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mValidRegion = neededRegion;
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}
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SetShaderTransformAndOpacity();
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if (mode == SURFACE_COMPONENT_ALPHA) {
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mD3DManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS1);
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device()->SetTexture(0, mTexture);
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device()->SetTexture(1, mTextureOnWhite);
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device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
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device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
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RenderRegion(neededRegion);
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mD3DManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS2);
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device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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RenderRegion(neededRegion);
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// Restore defaults
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device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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device()->SetTexture(1, NULL);
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} else {
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mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER);
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device()->SetTexture(0, mTexture);
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RenderRegion(neededRegion);
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}
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// Set back to default.
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device()->SetVertexShaderConstantF(CBvTextureCoords,
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ShaderConstantRect(0, 0, 1.0f, 1.0f),
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1);
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}
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void
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ThebesLayerD3D9::CleanResources()
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{
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mTexture = nsnull;
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mTextureOnWhite = nsnull;
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mValidRegion.SetEmpty();
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}
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void
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ThebesLayerD3D9::LayerManagerDestroyed()
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{
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mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this);
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mD3DManager = nsnull;
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}
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Layer*
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ThebesLayerD3D9::GetLayer()
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{
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return this;
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}
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PRBool
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ThebesLayerD3D9::IsEmpty()
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{
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return !mTexture;
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}
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void
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ThebesLayerD3D9::VerifyContentType(SurfaceMode aMode)
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{
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if (!mTexture)
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return;
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D3DSURFACE_DESC desc;
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mTexture->GetLevelDesc(0, &desc);
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switch (aMode) {
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case SURFACE_OPAQUE:
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if (desc.Format == D3DFMT_X8R8G8B8 && !mTextureOnWhite)
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return;
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break;
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case SURFACE_SINGLE_CHANNEL_ALPHA:
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if (desc.Format == D3DFMT_A8R8G8B8 && !mTextureOnWhite)
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return;
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break;
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case SURFACE_COMPONENT_ALPHA:
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if (mTextureOnWhite) {
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NS_ASSERTION(desc.Format == D3DFMT_X8R8G8B8, "Wrong format for component alpha texture");
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return;
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}
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break;
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}
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// The new format isn't compatible with the old texture(s), toss out the old
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// texture(s).
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mTexture = nsnull;
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mTextureOnWhite = nsnull;
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mValidRegion.SetEmpty();
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}
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class OpaqueRenderer {
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public:
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OpaqueRenderer(const nsIntRegion& aUpdateRegion) :
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mUpdateRegion(aUpdateRegion), mDC(NULL) {}
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~OpaqueRenderer() { End(); }
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already_AddRefed<gfxWindowsSurface> Begin(LayerD3D9* aLayer);
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void End();
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IDirect3DTexture9* GetTexture() { return mTmpTexture; }
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private:
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const nsIntRegion& mUpdateRegion;
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nsRefPtr<IDirect3DTexture9> mTmpTexture;
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nsRefPtr<IDirect3DSurface9> mSurface;
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HDC mDC;
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};
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already_AddRefed<gfxWindowsSurface>
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OpaqueRenderer::Begin(LayerD3D9* aLayer)
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{
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nsIntRect bounds = mUpdateRegion.GetBounds();
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HRESULT hr = aLayer->device()->
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CreateTexture(bounds.width, bounds.height, 1, 0, D3DFMT_X8R8G8B8,
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D3DPOOL_SYSTEMMEM, getter_AddRefs(mTmpTexture), NULL);
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if (FAILED(hr)) {
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aLayer->ReportFailure(NS_LITERAL_CSTRING("Failed to create temporary texture in system memory."), hr);
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return nsnull;
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}
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hr = mTmpTexture->GetSurfaceLevel(0, getter_AddRefs(mSurface));
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if (FAILED(hr)) {
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// Uh-oh, bail.
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NS_WARNING("Failed to get texture surface level.");
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return nsnull;
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}
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hr = mSurface->GetDC(&mDC);
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if (FAILED(hr)) {
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NS_WARNING("Failed to get device context for texture surface.");
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return nsnull;
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}
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nsRefPtr<gfxWindowsSurface> result = new gfxWindowsSurface(mDC);
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return result.forget();
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}
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void
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OpaqueRenderer::End()
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{
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if (mSurface && mDC) {
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mSurface->ReleaseDC(mDC);
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mSurface = NULL;
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mDC = NULL;
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}
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}
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static void
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FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion,
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const nsIntPoint& aOffset, const gfxRGBA& aColor)
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{
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nsRefPtr<gfxContext> ctx = new gfxContext(aSurface);
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ctx->Translate(-gfxPoint(aOffset.x, aOffset.y));
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gfxUtils::ClipToRegion(ctx, aRegion);
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ctx->SetColor(aColor);
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ctx->Paint();
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}
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void
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ThebesLayerD3D9::DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode,
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const nsTArray<ReadbackProcessor::Update>& aReadbackUpdates)
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{
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HRESULT hr;
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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nsRefPtr<gfxASurface> destinationSurface;
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nsIntRect bounds = aRegion.GetBounds();
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nsRefPtr<IDirect3DTexture9> tmpTexture;
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OpaqueRenderer opaqueRenderer(aRegion);
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OpaqueRenderer opaqueRendererOnWhite(aRegion);
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switch (aMode)
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{
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case SURFACE_OPAQUE:
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destinationSurface = opaqueRenderer.Begin(this);
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break;
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case SURFACE_SINGLE_CHANNEL_ALPHA: {
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hr = device()->CreateTexture(bounds.width, bounds.height, 1,
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0, D3DFMT_A8R8G8B8,
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D3DPOOL_SYSTEMMEM, getter_AddRefs(tmpTexture), NULL);
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if (FAILED(hr)) {
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ReportFailure(NS_LITERAL_CSTRING("Failed to create temporary texture in system memory."), hr);
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return;
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}
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// XXX - We may consider retaining a SYSTEMMEM texture texture the size
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// of our DEFAULT texture and then use UpdateTexture and add dirty rects
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// to update in a single call.
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nsRefPtr<gfxWindowsSurface> dest = new gfxWindowsSurface(
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gfxIntSize(bounds.width, bounds.height), gfxASurface::ImageFormatARGB32);
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// If the contents of this layer don't require component alpha in the
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// end of rendering, it's safe to enable Cleartype since all the Cleartype
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// glyphs must be over (or under) opaque pixels.
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dest->SetSubpixelAntialiasingEnabled(!(mContentFlags & CONTENT_COMPONENT_ALPHA));
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destinationSurface = dest.forget();
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break;
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}
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case SURFACE_COMPONENT_ALPHA: {
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nsRefPtr<gfxWindowsSurface> onBlack = opaqueRenderer.Begin(this);
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nsRefPtr<gfxWindowsSurface> onWhite = opaqueRendererOnWhite.Begin(this);
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if (onBlack && onWhite) {
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FillSurface(onBlack, aRegion, bounds.TopLeft(), gfxRGBA(0.0, 0.0, 0.0, 1.0));
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FillSurface(onWhite, aRegion, bounds.TopLeft(), gfxRGBA(1.0, 1.0, 1.0, 1.0));
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gfxASurface* surfaces[2] = { onBlack.get(), onWhite.get() };
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destinationSurface = new gfxTeeSurface(surfaces, NS_ARRAY_LENGTH(surfaces));
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// Using this surface as a source will likely go horribly wrong, since
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// only the onBlack surface will really be used, so alpha information will
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// be incorrect.
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destinationSurface->SetAllowUseAsSource(PR_FALSE);
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}
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break;
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}
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}
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if (!destinationSurface)
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return;
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nsRefPtr<gfxContext> context = new gfxContext(destinationSurface);
|
|
context->Translate(gfxPoint(-bounds.x, -bounds.y));
|
|
LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
|
|
cbInfo.Callback(this, context, aRegion, nsIntRegion(), cbInfo.CallbackData);
|
|
|
|
for (PRUint32 i = 0; i < aReadbackUpdates.Length(); ++i) {
|
|
NS_ASSERTION(aMode == SURFACE_OPAQUE,
|
|
"Transparent surfaces should not be used for readback");
|
|
const ReadbackProcessor::Update& update = aReadbackUpdates[i];
|
|
nsIntPoint offset = update.mLayer->GetBackgroundLayerOffset();
|
|
nsRefPtr<gfxContext> ctx =
|
|
update.mLayer->GetSink()->BeginUpdate(update.mUpdateRect + offset,
|
|
update.mSequenceCounter);
|
|
if (ctx) {
|
|
ctx->Translate(gfxPoint(offset.x, offset.y));
|
|
ctx->SetSource(destinationSurface, gfxPoint(bounds.x, bounds.y));
|
|
ctx->Paint();
|
|
update.mLayer->GetSink()->EndUpdate(ctx, update.mUpdateRect + offset);
|
|
}
|
|
}
|
|
|
|
nsAutoTArray<IDirect3DTexture9*,2> srcTextures;
|
|
nsAutoTArray<IDirect3DTexture9*,2> destTextures;
|
|
switch (aMode)
|
|
{
|
|
case SURFACE_OPAQUE:
|
|
opaqueRenderer.End();
|
|
srcTextures.AppendElement(opaqueRenderer.GetTexture());
|
|
destTextures.AppendElement(mTexture);
|
|
break;
|
|
|
|
case SURFACE_SINGLE_CHANNEL_ALPHA: {
|
|
LockTextureRectD3D9 textureLock(tmpTexture);
|
|
if (!textureLock.HasLock()) {
|
|
NS_WARNING("Failed to lock ThebesLayer tmpTexture texture.");
|
|
return;
|
|
}
|
|
|
|
D3DLOCKED_RECT r = textureLock.GetLockRect();
|
|
|
|
nsRefPtr<gfxImageSurface> imgSurface =
|
|
new gfxImageSurface((unsigned char *)r.pBits,
|
|
bounds.Size(),
|
|
r.Pitch,
|
|
gfxASurface::ImageFormatARGB32);
|
|
|
|
if (destinationSurface) {
|
|
nsRefPtr<gfxContext> context = new gfxContext(imgSurface);
|
|
context->SetSource(destinationSurface);
|
|
context->SetOperator(gfxContext::OPERATOR_SOURCE);
|
|
context->Paint();
|
|
}
|
|
|
|
imgSurface = NULL;
|
|
|
|
srcTextures.AppendElement(tmpTexture);
|
|
destTextures.AppendElement(mTexture);
|
|
break;
|
|
}
|
|
|
|
case SURFACE_COMPONENT_ALPHA: {
|
|
opaqueRenderer.End();
|
|
opaqueRendererOnWhite.End();
|
|
srcTextures.AppendElement(opaqueRenderer.GetTexture());
|
|
destTextures.AppendElement(mTexture);
|
|
srcTextures.AppendElement(opaqueRendererOnWhite.GetTexture());
|
|
destTextures.AppendElement(mTextureOnWhite);
|
|
break;
|
|
}
|
|
}
|
|
NS_ASSERTION(srcTextures.Length() == destTextures.Length(), "Mismatched lengths");
|
|
|
|
// Copy to the texture.
|
|
for (PRUint32 i = 0; i < srcTextures.Length(); ++i) {
|
|
nsRefPtr<IDirect3DSurface9> srcSurface;
|
|
nsRefPtr<IDirect3DSurface9> dstSurface;
|
|
|
|
destTextures[i]->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
|
|
srcTextures[i]->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
|
|
|
|
nsIntRegionRectIterator iter(aRegion);
|
|
const nsIntRect *iterRect;
|
|
while ((iterRect = iter.Next())) {
|
|
RECT rect;
|
|
rect.left = iterRect->x - bounds.x;
|
|
rect.top = iterRect->y - bounds.y;
|
|
rect.right = iterRect->XMost() - bounds.x;
|
|
rect.bottom = iterRect->YMost() - bounds.y;
|
|
|
|
POINT point;
|
|
point.x = iterRect->x - visibleRect.x;
|
|
point.y = iterRect->y - visibleRect.y;
|
|
device()->UpdateSurface(srcSurface, &rect, dstSurface, &point);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
ThebesLayerD3D9::CreateNewTextures(const gfxIntSize &aSize,
|
|
SurfaceMode aMode)
|
|
{
|
|
if (aSize.width == 0 || aSize.height == 0) {
|
|
// Nothing to do.
|
|
return;
|
|
}
|
|
|
|
mTexture = nsnull;
|
|
mTextureOnWhite = nsnull;
|
|
device()->CreateTexture(aSize.width, aSize.height, 1,
|
|
D3DUSAGE_RENDERTARGET,
|
|
aMode != SURFACE_SINGLE_CHANNEL_ALPHA ? D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8,
|
|
D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
|
|
if (aMode == SURFACE_COMPONENT_ALPHA) {
|
|
device()->CreateTexture(aSize.width, aSize.height, 1,
|
|
D3DUSAGE_RENDERTARGET,
|
|
D3DFMT_X8R8G8B8,
|
|
D3DPOOL_DEFAULT, getter_AddRefs(mTextureOnWhite), NULL);
|
|
}
|
|
}
|
|
|
|
ShadowThebesLayerD3D9::ShadowThebesLayerD3D9(LayerManagerD3D9 *aManager)
|
|
: ShadowThebesLayer(aManager, nsnull)
|
|
, LayerD3D9(aManager)
|
|
{
|
|
mImplData = static_cast<LayerD3D9*>(this);
|
|
}
|
|
|
|
ShadowThebesLayerD3D9::~ShadowThebesLayerD3D9()
|
|
{}
|
|
|
|
void
|
|
ShadowThebesLayerD3D9::SetFrontBuffer(const OptionalThebesBuffer& aNewFront,
|
|
const nsIntRegion& aValidRegion)
|
|
{
|
|
if (!mBuffer) {
|
|
mBuffer = new ShadowBufferD3D9(this);
|
|
}
|
|
|
|
NS_ASSERTION(OptionalThebesBuffer::Tnull_t == aNewFront.type(),
|
|
"Only one system-memory buffer expected");
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerD3D9::Swap(const ThebesBuffer& aNewFront,
|
|
const nsIntRegion& aUpdatedRegion,
|
|
ThebesBuffer* aNewBack,
|
|
nsIntRegion* aNewBackValidRegion,
|
|
OptionalThebesBuffer* aReadOnlyFront,
|
|
nsIntRegion* aFrontUpdatedRegion)
|
|
{
|
|
if (mBuffer) {
|
|
nsRefPtr<gfxASurface> surf = ShadowLayerForwarder::OpenDescriptor(aNewFront.buffer());
|
|
mBuffer->Upload(surf, GetVisibleRegion().GetBounds());
|
|
}
|
|
|
|
*aNewBack = aNewFront;
|
|
*aNewBackValidRegion = mValidRegion;
|
|
*aReadOnlyFront = null_t();
|
|
aFrontUpdatedRegion->SetEmpty();
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerD3D9::DestroyFrontBuffer()
|
|
{
|
|
mBuffer = nsnull;
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerD3D9::Disconnect()
|
|
{
|
|
mBuffer = nsnull;
|
|
}
|
|
|
|
Layer*
|
|
ShadowThebesLayerD3D9::GetLayer()
|
|
{
|
|
return this;
|
|
}
|
|
|
|
PRBool
|
|
ShadowThebesLayerD3D9::IsEmpty()
|
|
{
|
|
return !mBuffer;
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerD3D9::RenderThebesLayer()
|
|
{
|
|
if (!mBuffer) {
|
|
return;
|
|
}
|
|
NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here");
|
|
|
|
mBuffer->RenderTo(mD3DManager, GetEffectiveVisibleRegion());
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerD3D9::CleanResources()
|
|
{
|
|
mBuffer = nsnull;
|
|
mValidRegion.SetEmpty();
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerD3D9::LayerManagerDestroyed()
|
|
{
|
|
mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this);
|
|
mD3DManager = nsnull;
|
|
}
|
|
|
|
} /* namespace layers */
|
|
} /* namespace mozilla */
|